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Aven Tactician
( 5)
Creature — Bird Soldier
(2/3)
Flying When Aven Tactician enters the battlefield, bolster 1. (Choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it.)
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Aven Trailblazer
( 3)
Creature — Bird Soldier
(2/*)
Flying Domain — Aven Trailblazer's toughness is equal to the number of basic land types among lands you control.
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Aven Trooper
( 4)
Creature — Bird Soldier
(1/1)
Flying , Discard a card: Aven Trooper gets +1/+2 until end of turn.
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Aven Warcraft
( 3)
Instant
Creatures you control get +0/+2 until end of turn. Threshold — If seven or more cards are in your graveyard, choose a color. Creatures you control also gain protection from the chosen color until end of turn.
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Aven Warhawk
( 5)
Creature — Bird Soldier
(2/2)
Amplify 1 <I>(As this creature enters the battlefield, put a +1/+1 counter on it for each Bird and/or Soldier card you reveal in your hand.)</I> Flying
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Avenging Angel
( 5)
Creature — Angel
(3/3)
Flying When Avenging Angel dies, you may put it on top of its owner's library.
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Avenging Arrow
( 3)
Instant
Destroy target creature that dealt damage this turn.
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Avenging Huntbonder
( 5)
Creature — Human Warrior
(3/3)
Double strike Whenever Avenging Huntbonder attacks, put a double strike counter on another target attacking creature.
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Avian Changeling
( 3)
Creature — Shapeshifter
(2/2)
Changeling (This card is every creature type.) Flying
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Aviary Mechanic
( 2)
Creature — Dwarf Artificer
(2/2)
When Aviary Mechanic enters the battlefield, you may return another permanent you control to its owner's hand.
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Awe Strike
( 1)
Instant
The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way.
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AWOL
( 3)
Instant
Exile target attacking creature. Then remove it from the game. Then put it into the absolutely-removed-from-the-freaking-game-forever zone.
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Axgard Braggart
( 4)
Creature — Dwarf Warrior
(3/3)
Boast — : Untap Axgard Braggart. Put a +1/+1 counter on it. (Activate only if this creature attacked this turn and only once each turn.)
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Axis of Mortality
( 6)
Enchantment
At the beginning of your upkeep, you may have two target players exchange life totals.
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Ayesha Tanaka
( 4)
Legendary Creature — Human Artificer
(2/2)
Banding (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.) : Counter target activated ability from an artifact source unless that ability's controller pays . (Mana abilities can't be targeted.)
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Ayesha Tanaka, Armorer
( 5)
Legendary Creature — Human Artificer
(2/4)
Whenever Ayesha Tanaka, Armorer attacks, look at the top four cards of your library. You may put any number of artifact cards with mana value less than or equal to Ayesha's power from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. Ayesha can't be blocked as long as defending player controls three or more artifacts.
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Ayli, Eternal Pilgrim
( 2)
Legendary Creature — Kor Cleric
(2/3)
Deathtouch , Sacrifice another creature: You gain life equal to the sacrificed creature's toughness. , Sacrifice another creature: Exile target nonland permanent. Activate only if you have at least 10 life more than your starting life total.
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Aysen Bureaucrats
( 2)
Creature — Human Advisor
(1/1)
: Tap target creature with power 2 or less.
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Aysen Crusader
( 4)
Creature — Human Knight
(2+*/2+*)
Aysen Crusader's power and toughness are each equal to 2 plus the number of Soldiers and Warriors you control.
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Aysen Highway
( 6)
Enchantment
White creatures have plainswalk. (They can't be blocked as long as defending player controls a Plains.)
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Azorius Arrester
( 2)
Creature — Human Soldier
(2/1)
When Azorius Arrester enters the battlefield, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
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Azorius Charm
( 2)
Instant
Choose one — • Creatures you control gain lifelink until end of turn. • Draw a card. • Put target attacking or blocking creature on top of its owner's library.
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Azorius Herald
( 3)
Creature — Spirit
(2/1)
Azorius Herald can't be blocked. When Azorius Herald enters the battlefield, you gain 4 life. When Azorius Herald enters the battlefield, sacrifice it unless was spent to cast it.
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Azorius Justiciar
( 4)
Creature — Human Wizard
(2/2)
When Azorius Justiciar enters the battlefield, detain up to two target creatures your opponents control. (Until your next turn, those creatures can't attack or block and their activated abilities can't be activated.)
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Azorius Ploy
( 4)
Instant
Prevent all combat damage target creature would deal this turn. Prevent all combat damage that would be dealt to target creature this turn.
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Azorius Skyguard
( 6)
Creature — Human Knight
(3/3)
Flying, first strike Creatures your opponents control get -1/-0.
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Azor's Elocutors
( 5)
Creature — Human Advisor
(3/5)
At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game. Whenever a source deals damage to you, remove a filibuster counter from Azor's Elocutors.
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Back-Alley Gardener
( 3)
Creature — — Elf Druid
(3/4)
Alliance — Whenever one or more other creatures enter the battlefield under your control, seek a land card, then put it onto the battlefield tapped. This ability triggers only once each turn.
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Backup Agent
( 2)
Creature — Human Citizen
(1/1)
When Backup Agent enters the battlefield, put a +1/+1 counter on target creature.
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Baffling End
( 2)
Enchantment
When Baffling End enters the battlefield, exile target creature an opponent controls with mana value 3 or less. When Baffling End leaves the battlefield, target opponent creates a 3/3 green Dinosaur creature token with trample.
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Baird, Argivian Recruiter
( 2)
Legendary Creature — Human Soldier
(2/2)
At the beginning of your end step, if you control a creature with power greater than its base power, create a 1/1 white Soldier creature token.
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Baird, Steward of Argive
( 4)
Legendary Creature — Human Soldier
(2/4)
Vigilance Creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
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Balan, Wandering Knight
( 4)
Legendary Creature — Cat Knight
(3/3)
First strike Balan, Wandering Knight has double strike as long as two or more Equipment are attached to it. : Attach all Equipment you control to Balan.
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Balance
( 2)
Sorcery
Each player chooses a number of lands they control equal to the number of lands controlled by the player who controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
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Balancing Act
( 4)
Sorcery
Each player chooses a number of permanents they control equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.
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Balefire Liege
( 5)
Creature — Spirit Horror
(2/4)
Other red creatures you control get +1/+1. Other white creatures you control get +1/+1. Whenever you cast a red spell, Balefire Liege deals 3 damage to target player or planeswalker. Whenever you cast a white spell, you gain 3 life.
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Ballot Broker
( 3)
Creature — Human Advisor
(2/3)
While voting, you may vote an additional time. (The votes can be for different choices or for the same choice.)
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Ballroom Brawlers
( 5)
Creature — Human Warrior
(3/5)
Whenever Ballroom Brawlers attacks, Ballroom Brawlers and up to one other target creature you control both gain your choice of first strike or lifelink until end of turn.
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Ballynock Cohort
( 3)
Creature — Kithkin Soldier
(2/2)
First strike Ballynock Cohort gets +1/+1 as long as you control another white creature.
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Ballynock Trapper
( 4)
Creature — Kithkin Soldier
(2/2)
: Tap target creature. Whenever you cast a white spell, you may untap Ballynock Trapper.
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Ballyrush Banneret
( 2)
Creature — Kithkin Soldier
(2/1)
Kithkin spells and Soldier spells you cast cost less to cast.
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Bandage
( 1)
Instant
Prevent the next 1 damage that would be dealt to any target this turn. Draw a card.
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Banding Sliver (playtest)
( 5)
Creature — — Sliver
(3/3)
All Slivers have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)
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Bane, Lord of Darkness
( 4)
Legendary Creature — God
(5/2)
As long as your life total is less than or equal to half your starting life total, Bane, Lord of Darkness has indestructible. Whenever another nontoken creature you control dies, target opponent may have you draw a card. If they don't, you may put a creature card with equal or lesser toughness from your hand onto the battlefield.
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Bane's Invoker
( 2)
Creature — Human Cleric
(2/2)
Wind Walk — : Up to two target creatures each get +2/+2 and gain flying until end of turn.
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Baneslayer Angel
( 5)
Creature — Angel
(5/5)
Flying, first strike, lifelink, protection from Demons and from Dragons
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Baneslayer Aspirant (playtest)
( 2)
Creature — — Human Soldier
(2/2)
CARDNAME gets +3/+3 and has flying, first strike, and lifelink as long as you have one or more emblems.
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Banish from Edoras
( 5)
Sorcery
This spell costs less to cast if it targets a tapped creature. Exile target creature.
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Banish into Fable
( 6)
Instant
When you cast this spell from your hand, copy it if you control an artifact, then copy it if you control an enchantment. You may choose new targets for the copies. Return target nonland permanent to its owner's hand. You create a 2/2 white Knight creature token with vigilance.
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Banish to Another Universe
( 5)
Enchantment
Affinity for historic permanents (This spell costs less to cast for each artifact, legendary, and/or Saga permanent you control.) When Banish to Another Universe enters the battlefield, exile target nonland permanent an opponent controls until Banish to Another Universe leaves the battlefield.
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Banisher Priest
( 3)
Creature — Human Cleric
(2/2)
When Banisher Priest enters the battlefield, exile target creature an opponent controls until Banisher Priest leaves the battlefield. (That creature returns under its owner's control.)
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Guardian Naga (Banishing Coils)
( 3)
Instant — Adventure
Exile target artifact or enchantment. (Then exile this card. You may cast the creature later from exile.)
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Banishing Light
( 3)
Enchantment
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield.
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Banishing Slash
( 2)
Sorcery
Destroy up to one target artifact, enchantment, or tapped creature. Then if you control an artifact and an enchantment, create a 2/2 white Samurai creature token with vigilance.
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Banishing Stroke
( 6)
Instant
Put target artifact, creature, or enchantment on the bottom of its owner's library. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Banishment
( 4)
Enchantment
Flash When Banishment enters the battlefield, exile target nonland permanent an opponent controls and all other nonland permanents your opponents control with the same name as that permanent until Banishment leaves the battlefield.
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Banishment Decree
( 5)
Instant
Put target artifact, creature, or enchantment on top of its owner's library.
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Banquet Guests
( 2)
Creature — Halfling Citizen
(0/0)
Affinity for Food (This spell costs less to cast for each Food you control.) Trample Banquet Guests enters the battlefield with twice X +1/+1 counters on it. , Sacrifice a Food: Banquet Guests gains indestructible until end of turn.
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Bant Charm
( 3)
Instant
Choose one — • Destroy target artifact. • Put target creature on the bottom of its owner's library. • Counter target instant spell.
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Bant Sureblade
( 2)
Creature — Human Soldier
(2/1)
As long as you control another multicolored permanent, Bant Sureblade gets +1/+1 and has first strike.
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Bar Entry
( 4)
Instant
Choose one — • Destroy target creature with power 4 or greater. • Destroy target creature with any part of its head higher than the bar. (Align the tops of both cards to check.)
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Bar the Door
( 3)
Instant
Creatures you control get +0/+4 until end of turn.
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Barbara Wright
( 2)
Legendary Creature — Human Advisor
(1/3)
History Teacher — Sagas you control have read ahead. (As a Saga enters the battlefield, choose a chapter and start with that many lore counters. Skipped chapters don't trigger.) Doctor's companion (You can have two commanders if the other is the Doctor.)
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Barbed Spike
( 2)
Artifact — Equipment
When Barbed Spike enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying, then attach Barbed Spike to it. Equipped creature gets +1/+0. Equip
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Bargain
( 3)
Sorcery
Target opponent draws a card. You gain 7 life.
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Barkshell Blessing
( 1)
Instant
Target creature gets +2/+2 until end of turn. Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
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Baron Bertram Graywater
( 4)
Legendary Creature — Vampire Noble
(3/4)
Whenever one or more tokens enter the battlefield under your control, create a 1/1 black Vampire Rogue creature token with lifelink. This ability triggers only once each turn. , Sacrifice another creature or artifact: Draw a card.
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Barren Glory
( 6)
Enchantment
At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.
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Barrenton Cragtreads
( 4)
Creature — Kithkin Scout
(3/3)
Barrenton Cragtreads can't be blocked by red creatures.
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Barrenton Medic
( 5)
Creature — Kithkin Cleric
(0/4)
: Prevent the next 1 damage that would be dealt to any target this turn. Put a -1/-1 counter on Barrenton Medic: Untap Barrenton Medic.
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Barrowin of Clan Undurr
( 4)
Legendary Creature — Dwarf Cleric
(3/3)
When Barrowin of Clan Undurr enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) Whenever Barrowin of Clan Undurr attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
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Bartered Cow
( 4)
Creature — Ox
(3/3)
When Bartered Cow dies or when you discard it, create a Food token. (It's an artifact with ", , Sacrifice this artifact: You gain 3 life.")
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Bartolomé del Presidio
( 2)
Legendary Creature — Vampire Knight
(2/1)
Sacrifice another creature or artifact: Put a +1/+1 counter on Bartolomé del Presidio.
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Basandra, Battle Seraph
( 5)
Legendary Creature — Angel
(4/4)
Flying Players can't cast spells during combat. : Target creature attacks this turn if able.
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Basilica Bell-Haunt
( 4)
Creature — Spirit
(3/4)
When Basilica Bell-Haunt enters the battlefield, each opponent discards a card and you gain 3 life.
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Basilica Guards
( 3)
Creature — Human Soldier
(1/4)
Defender Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
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Basilica Shepherd
( 5)
Creature — Phyrexian Angel
(3/3)
Flying When Basilica Shepherd enters the battlefield, create two 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This creature can't block." (Players dealt combat damage by them also get a poison counter.)
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Basri Ket
( 3)
Legendary Planeswalker — Basri
(3)
+1: Put a +1/+1 counter on up to one target creature. It gains indestructible until end of turn. −2: Whenever one or more nontoken creatures attack this turn, create that many 1/1 white Soldier creature tokens that are tapped and attacking. −6: You get an emblem with "At the beginning of combat on your turn, create a 1/1 white Soldier creature token, then put a +1/+1 counter on each creature you control."
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Basri, Devoted Paladin
( 6)
Legendary Planeswalker — Basri
(4)
+1: Put a +1/+1 counter on up to one target creature. It gains vigilance until end of turn. −1: Whenever a creature attacks this turn, put a +1/+1 counter on it. −6: Creatures you control get +2/+2 and gain flying until end of turn.
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Basri's Acolyte
( 4)
Creature — Cat Cleric
(2/3)
Lifelink (Damage dealt by this creature also causes you to gain that much life.) When Basri's Acolyte enters the battlefield, put a +1/+1 counter on each of up to two other target creatures you control.
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Basri's Aegis
( 4)
Sorcery
Put a +1/+1 counter on each of up to two target creatures. You may search your library and/or graveyard for a card named Basri, Devoted Paladin, reveal it, and put it into your hand. If you search your library this way, shuffle.
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Basri's Lieutenant
( 4)
Creature — Human Knight
(3/4)
Vigilance, protection from multicolored When Basri's Lieutenant enters the battlefield, put a +1/+1 counter on target creature you control. Whenever Basri's Lieutenant or another creature you control dies, if it had a +1/+1 counter on it, create a 2/2 white Knight creature token with vigilance.
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Bastion Protector
( 3)
Creature — Human Soldier
(3/3)
Commander creatures you control get +2/+2 and have indestructible.
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Bat Colony
( 3)
Enchantment
When Bat Colony enters the battlefield, create a 1/1 black Bat creature token with flying for each mana from a Cave spent to cast it. Whenever a Cave enters the battlefield under your control, put a +1/+1 counter on target creature you control.
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Bathe in Light
( 2)
Instant
Radiance — Choose a color. Target creature and each other creature that shares a color with it gain protection from the chosen color until end of turn.
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Battalion Foot Soldier
( 3)
Creature — Human Soldier
(2/2)
When Battalion Foot Soldier enters the battlefield, you may search your library for any number of cards named Battalion Foot Soldier, reveal them, put them into your hand, then shuffle.
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Battershield Warrior
( 3)
Creature — Human Warrior
(2/2)
Boast — : Creatures you control get +1/+1 until end of turn. (Activate only if this creature attacked this turn and only once each turn.)
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